The Crack
LocationMucklands Sandbox Campaign Setting · p.374
Open source p.374The result of a massive earthquake coupled with a mining disaster. The Crack spans over twenty miles like a scar on the land, leading all the way to the Underlands, which of course, is full of ferocious creatures. But what makes the Crack especially dangerous is the constant competition for resources between RIVAL DUNGEONEERS, YOWLJACKS, DWEORGS, and BANDITS.
modifiers
- Travel Checks
- Wandering Intruder Chance
wandering intruders
##### the crack
- 1. Yowljacks
- 2. Rival Dungeoneers
- 3. Dweorgs
- 4. Bandits
- 5. Slagmunchers
- 6. Mushrums
YIP
A YOWLJACK Redtooth cast out from his clan by Ash-Ash the Ribsplitter. Yip is small and thin and hardly looks like an intimidating warrior, though he maintains that he is formidable.
- Traits: Yippy, fibber, laughs nervously.
- Motivation: Flee from the Redtooths with a secret stolen artifact.
ASH-ASH THE RIBSPITTER
A mighty, bulky YOWLJACK and leader of the Redtooths. Ash-Ash has a vendetta against Yip for stealing a precious bit of loot.
- Traits: Harsh, volatile, respects strength.
- Motivation: Find Yip and make them pay!
rumors
- The vicious Redtooth Yowljacks have a hideout somewhere at the bottom of the Crack.
- Gyr'Gar the Beast Snatcher is illegally capturing beasts around the Crack.
- A hideous witch with chicken feet and a pink tutu dwells in the Crack.
- Anyone who dares trespass onto the Chicken-Foot Witch's land is liable to be turned into a toad or cockroach.
- The Lost Garden of the Mushrum King is said to be located deep in the tunnels below the Crack. They say it's filled with mushrooms, toadstools, plants, and herbs precious to alchemy.
GYR'GAR THE BEAST SNATCHER
A deadly hunter known for pursuing the most dangerous predators, Gyr'Gar is a heavy, broad DWEORG with a hook hand, adorned in furs and animal hides. He broke the heart of a troll witch named Catarina in Dunk (p24), so now he wears a Magic pendant that blocks her scrying attempts.
- Traits: Restless for thrills, grim, very grunty.
- Motivation: Find prey that's really worth hunting.
TYKO'MORGA'MEGALOMUNGUS
Referred to as Tyko by the denizens of the Crack, the MUSHRUM explorer followed a series of rumors to find the Lost Garden of the bygone Mushroom King. Though not common knowledge, Tyko is actually a distant relative of Mushrum King Muko'morga'megalomungus.
- Traits: Curious mind, melancholy, dignified as if royalty.
- Motivation: Find a rare mushroom called The Willow, believed to have only ever grown in the long lost garden of the Mushroom King.
quests
THE HUNTER'S GAME
Gyr'Gar, the hook-handed beast master has grown bored hunting beasts for profit. The thrill of the hunt is no longer thrilling. Fortunately enough, adventurers have come to the Crack. Gyr'Gar welcomes you to a feast and to rest easy in safety in return for some stories.
- At dawn, Gyr'Gar the DWEORG (L6-C) wakes the PCs, flanked by a dozen heavily armed dweorgs (L1-B) with three chained KOOGRAS (L3-B).
- Gyr'Gar gives the PCs a one hour head start before hunting them.
WILD GOOS CHASE
A lonely caged goo in Gyr'Gar's possession quietly pleads for you to not only free them, but help their brethren who fled the Crack after being pursued by a team of Gyr'Gar's DWEORGS.
- The goos have managed to flee to Krogland where they were captured by the sadistic goblin cook Villy Hargar who plans to use them in a new recipe.
- The DWEORGS are still in hot pursuit and have no qualms getting violent.
THE LOST GARDEN OF THE MUSHRUM KING
The MUSHRUM explorer Tyko is in search of a very rare, magical mushroom known only as The Willow. Mushrum legend tells that a lost paradise built by the fabled Mushrum King, Myko'morga'megalomungus, resides in the depths of the Crack, untouched for centuries. However, the garden was buried and forgotten during whatever cataclysm that caused the Crack. Help Tyko find the Lost Garden and you too can
reap the rewards of that magical place.
- Tyko is searching for The Willow to harvest its spores and use it to destroy the Darkshroom Tower, a dangerous and mysterious place in the Quagmash.
THE HOWLING RED PAWS
Yip has been cast out of the clan by their leader Ash-Ash the Ribsplitter for cowardice, and is fleeing for their life. Yip requests aid, specifically to find a place safe from the Redtooths.
- Yip hasn't shared the whole truth. He stole a strange black-bladed dagger from the Redtooth clan's recent raid against a group of SARPATHI REAVERS.
- Simultaneously the sarpathi are after the black blade, a dagger they call Shadow's Fang, used in their rituals to the god Ehk.
the lost garden (dungeon)
AREA 1: THE DESOLATE CAVES
A dusty, sandy maze-like network of little explored caves within the Crack.
- This is a RANDOM MAZE. A Maze Hazard roll of 3 results in encountering either:
- Five YOWLJACKS (4×L3-G, 1×L4-B), expelled from the Redtooth clan for bad behavior (even amongst Redtooths), roam the caves.
- Seven MUSHRUM cultists (6×L-G4, 1×L6-C) from Darkshroom Tower located in Quagmash are looking for the entrance into the Lost Garden to capture its rare resources for themselves. They'll secretly follow PCs or ambush them depending on the situation.
AREA 2: THE GREEN FALLS
The maze of caves opens up into a huge chasm, ringed with thick bushy moss. Vines weave through the moss sturdy enough to climb down into the chasm.
- The climb down the Green Falls is dangerous and requires a Nimbleness or Athletics Check to avoid falling.
- The green moss is rife with a horde of CURDLE SNAILS (L3-B) feeding off the nutrients.
- A YOWLJACK skeleton hangs from a snarl of vines connected to a slumbering BOGSNAP (L5-B).
- The bottom of the chasm looks like a well, deep and full of albino, eyeless BARBECUDAS that have grown accustomed to the dark.
AREA 3: THE WILLOW WELL
Running from the pool of water are long, tendrils of spongy mycelium like giant roots. Surrounding the still pool are muddy, fungal patches that shudder when approached. At the far end of the pool stands a large gate chipped from crystals with ominous pillars standing sentry.
- Countless FUNGHOULS blanket the ground, blocking the only passage out of the area.
- Two CHROMADYTES (L6-B), disguised as pillars, defend the gate to the Lost Garden.
AREA 4: THE LOST GARDEN
An astoundingly lush and colorful jungle of mushrooms and flora grown over white stone and crystal ruins. A path of blue and yellow toadstools lead to a multi-limbed mushroom tree with snowy white caps that hangs over an obscured statue of the Mushrum King, Myko'morga'megalomungus. Tyko proclaims their search is at an end!
- The Willow, the massive white mushroom tree, is magical, capable of curing diseases, removing CURSES, and severing Darkshroom power.
- Darkshroom CULTISTS who have followed the party spring into action, attempting to destroy The Willow and its spores.
- Once the CULTISTS are dealt with, Tyko reveals that he is a direct descendant of Myko'morga'megalomungus and that he must put an end to the Darkshroom. He asks the PC's to accompany him on his journey to Darkshroom Tower in Quagmash (p176). Then, help him destroy the evil by severing the hive-mind with a branch from The Willow, greatly weakening the cult.
- HEROIC TITLE ACHIEVEMENT: Destroy Darkshroom Tower with Tyko.
- Lightbringer•. Gain Advantage on Parley with MUSHRUMS, and inflict +2 Dread against evil fungal Adversaries.